Services Needs: Difference between revisions
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[[File:Species Services Needs diagram.png|thumb|360px|Diagram connecting Species and the Services they need]] | [[File:Species Services Needs diagram.png|thumb|360px|Diagram connecting Species and the Services they need]] | ||
= Overview = | == Overview == | ||
Services provide bonuses to [[Resolve]]. The more Services you provide to your [[Villager]]s, the higher their [[Resolve]] will go. Viceroys need '''both''' a Service Building, '''and''' the goods to provide a Service in that building. For example, to provide | Services provide bonuses to [[Resolve]]. The more Services you provide to your [[Villager]]s, the higher their [[Resolve]] will go. Viceroys need '''both''' a Service Building, '''and''' the goods to provide a Service in that building. For example, to provide {{Service link|Leisure|small}}, a Viceroy needs to build a {{bl|Tavern}} '''and''' provide {{rl|Ale|small}} for the service need to be fulfilled. | ||
== Consumption and Satisfaction == | == Consumption and Satisfaction == | ||
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{|class="wikitable" | {|class="wikitable" | ||
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=== Satisfying Services === | |||
= Satisfying Services = | |||
To satisfy a Service Need, you need: | To satisfy a Service Need, you need: | ||
* A Service Building + A Service Good + 1 Villager in the Service Building. | * A Service Building + A Service Good + 1 Villager in the Service Building. | ||
So, to satisfy the Leisure need, you need a {{bl|Tavern | So, to satisfy the {{Service link|Leisure|small}} need, you need a {{bl|Tavern}}, some {{rl|Ale|small}} and 1 [[Villager]] staffing the [[Building]]. The race of the [[Villager]] staffing the building does not matter, but some [[Villagers]] find [[Comfort]] in some Service Buildings, granting them +5 [[Resolve]]. | ||
Service [[Building]] Blueprints can be purchased from [[Traders]] or rewarded for [[Reputation]] gain. You can also get a Service Building by repairing a [[Ruin]] or cleansing a [[Haunted Building]]. Service Goods can be purchased from [[Traders]], found in [[Abandoned Caches]], rewarded from [[Orders]], and manufactured by Viceroys in the settlement. | |||
[[File:ServiceBuildingSettings.png|500px|left]] | [[File:ServiceBuildingSettings.png|500px|left]] | ||
=== Controlling Services === | |||
On the left, we can see: | On the left, we can see: | ||
# The [[Specialization]] or [[Comfort]] bonus workers get from working in this [[Building]] | # The [[Specialization]] or [[Comfort]] bonus workers get from working in this [[Building]] | ||
# One worker is assigned. This is enough to enable the Service Need. | # One worker is assigned. This is enough to enable the Service Need. | ||
# Leisure is enabled in this building | # {{Service link|Leisure|small}} is enabled in this building | ||
# {{Service link|Luxury|small}} is disabled in this building | |||
# We need 3 workers to gain the special effect this building provides. Hovering over this panel will tell you what the effect is. | # We need 3 workers to gain the special effect this building provides. Hovering over this panel will tell you what the effect is. | ||
= Service Buildings and Unique Effects = | === Service Buildings and Unique Effects === | ||
Each Service Building has unique effects when staffed to specification. Services Need '''do not''' need to be enabled to gain these effects. | Each Service Building has unique effects when staffed to specification. Services Need '''do not''' need to be enabled to gain these effects. | ||
For example, if you built a {{bl|Monastery | For example, if you built a {{bl|Monastery}}, but do not have {{rl|Incense}} or {{rl|Ale}}, the effect (-100 [[Hostility]]) will still become active if staffed to specifications. | ||
Effects are as follows: | Effects are as follows: | ||
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* {{bl|Bath House|med}} - [[Villagers]] leave 30% slower. Global Production rate is 25% faster. | * {{bl|Bath House|med}} - [[Villagers]] leave 30% slower. Global Production rate is 25% faster. | ||
* {{bl|Clan Hall|med}} - +100% yield to all Camps except Woodcutters. | * {{bl|Clan Hall|med}} - +100% yield to all Camps except Woodcutters. | ||
* {{bl|Explorers' Lodge|med}} - +1 Global [[Resolve]] for every rebuilt / salvaged [[Ruin]]. | * {{bl|Explorers' Lodge|med}} - +1 Global [[Resolve]] for every rebuilt / salvaged [[Ruin]]. Retroactive. | ||
* {{bl|Forum|med}} - Chance of producing double yields increases by 15%. | * {{bl|Forum|med}} - Chance of producing double yields increases by 15%. | ||
* {{bl|Guild House|med}} - Traders arrive 50% faster. +1 to Global [[Resolve]] for every 75 {{rl|Amber}} worth of goods sold. | * {{bl|Guild House|med}} - Traders arrive 50% faster. +1 to Global [[Resolve]] for every 75 {{rl|Amber}} worth of goods sold. Retroactive. | ||
* {{bl|Market|med}} - Global Carrying capacity increased by 10. | * {{bl|Market|med}} - Global Carrying capacity increased by 10. | ||
* {{bl|Monastery|med}} - -100 [[Hostility]]. | * {{bl|Monastery|med}} - -100 [[Hostility]]. | ||
* {{bl|Tavern|med}} - +3 to Global [[Resolve]]. | * {{bl|Tavern|med}} - +3 to Global [[Resolve]]. | ||
* {{bl|Tea Doctor|med}} - +1 to Global [[Resolve]] for every 200 Complex Food eaten. | * {{bl|Tea Doctor|med}} - +1 to Global [[Resolve]] for every 200 Complex Food eaten. Retroactive. | ||
* {{bl|Temple|med}} - - | * {{bl|Temple|med}} - -25 [[Hostility]] for every 200 seconds of sacrifices in the [[Hearth]]. Retroactive. | ||
* To gain the perk a Service Building provides, it needs to be fully staffed. | * To gain the perk a Service Building provides, it needs to be fully staffed. | ||
<onlyinclude> | <onlyinclude> | ||
= List of services needs = | === List of services needs === | ||
Each [[service]] can satisfy more than one [[species]]. Correspondingly, each of the five species require different combinations of the possible services available. The following shows the relationships between service (and the service-related good) and species. | Each [[service]] can satisfy more than one [[species]]. Correspondingly, each of the five species require different combinations of the possible services available. The following shows the relationships between service (and the service-related good) and species. |
Revision as of 22:42, 5 February 2024
Overview
Services provide bonuses to Resolve. The more Services you provide to your Villagers, the higher their Resolve will go. Viceroys need both a Service Building, and the goods to provide a Service in that building. For example, to provide Leisure, a Viceroy needs to build a Tavern and provide Ale for the service need to be fulfilled.
Consumption and Satisfaction
Species | Services Needed | |||
---|---|---|---|---|
Beavers |
| |||
Foxes |
| |||
Harpies |
| |||
Humans |
| |||
Lizards |
|
Satisfying Services
To satisfy a Service Need, you need:
- A Service Building + A Service Good + 1 Villager in the Service Building.
So, to satisfy the Leisure need, you need a Tavern, some Ale and 1 Villager staffing the Building. The race of the Villager staffing the building does not matter, but some Villagers find Comfort in some Service Buildings, granting them +5 Resolve.
Service Building Blueprints can be purchased from Traders or rewarded for Reputation gain. You can also get a Service Building by repairing a Ruin or cleansing a Haunted Building. Service Goods can be purchased from Traders, found in Abandoned Caches, rewarded from Orders, and manufactured by Viceroys in the settlement.
Controlling Services
On the left, we can see:
- The Specialization or Comfort bonus workers get from working in this Building
- One worker is assigned. This is enough to enable the Service Need.
- Leisure is enabled in this building
- Luxury is disabled in this building
- We need 3 workers to gain the special effect this building provides. Hovering over this panel will tell you what the effect is.
Service Buildings and Unique Effects
Each Service Building has unique effects when staffed to specification. Services Need do not need to be enabled to gain these effects. For example, if you built a Monastery, but do not have Incense or Ale, the effect (-100 Hostility) will still become active if staffed to specifications.
Effects are as follows:
- Bath House - Villagers leave 30% slower. Global Production rate is 25% faster.
- Clan Hall - +100% yield to all Camps except Woodcutters.
- Explorers' Lodge - +1 Global Resolve for every rebuilt / salvaged Ruin. Retroactive.
- Forum - Chance of producing double yields increases by 15%.
- Guild House - Traders arrive 50% faster. +1 to Global Resolve for every 75 Amber worth of goods sold. Retroactive.
- Market - Global Carrying capacity increased by 10.
- Monastery - -100 Hostility.
- Tavern - +3 to Global Resolve.
- Tea Doctor - +1 to Global Resolve for every 200 Complex Food eaten. Retroactive.
- Temple - -25 Hostility for every 200 seconds of sacrifices in the Hearth. Retroactive.
- To gain the perk a Service Building provides, it needs to be fully staffed.
List of services needs
Each service can satisfy more than one species. Correspondingly, each of the five species require different combinations of the possible services available. The following shows the relationships between service (and the service-related good) and species.
The service building is also listed for convenience. See the next section for a table of buildings that may help you choose your Blueprints.
Service Buildings
Most Service Buildings provide more than one Service. Since many Settlements will get only a few choices of Blueprints for Service Buildings, this table can help you anticipate which will be best for the Species in your Settlement, so that you don't pass them up! See the next section on #Strategy and Special Combinations for some key takeaways from this table.
Strategy and Special Combinations
Based on the Species in your Settlement, there are obvious choices and options to avoid when seeking to provide Services. However, note that if the Building provides an exceptional working bonus for your Settlement's specific needs, then it is always worth considering if you can assign full workers to it.
- No single Service Building can serve all five Species. This means there is no "always okay" choice.
- Two Buildings serve all but one of the five Species all by themselves. These two Buildings can be excellent choices to cover the Service Needs of your Settlement if you do not have the respective Species in your Settlement.
- The Explorers' Lodge serves everyone except Humans.
- The Temple serves everyone except Foxes.
- Six of the nine Buildings serve two Services to four of the Species. With the exception of Harpies, there is a way to double-down on every other Species with only one Building:
- The Forum serves Beavers both Education and Leisure.
- The Tavern also serves Beavers both Luxury and Leisure.
- The Market serves Foxes both Luxury and Treatment.
- The Tea Doctor also serves Foxes both Brawling and Treatment.
- The Clan Hall serves Lizards both Brawling and Religion.
- The Monastery serves Humans both Leisure and Religion.
- Beavers and Foxes each have three Service Needs. Combined, Beavers and Foxes have the same number of Service Needs as the other three Species.
- If you do not have Beavers in your Settlement, the Forum and Tavern are less useful, since they both double-down on Beavers' needed Services.
- If you do not have Foxes in your Settlement, the Market and Tea Doctor are less useful, since they both double-down on Foxes' needed Services.
- If your Settlement has both Beavers and Foxes:
- Two Buildings provide only one Service each, and between the two they cover only three of the five Species. Choose them carefully.
- The Bath House only provides Treatment to Harpies and Foxes.
- The Guild House only provides Luxury to Beavers and Foxes.
There are a few special cases worth mentioning due to these two Buildings that provide only one Service.
- If your Settlement has Beavers, Humans, and Lizards:
- You have less need for the Bath House, since it only serves Treatment, and none of your Species needs that Service. (0/7 your Service Needs satisfied.)
- You have less need for the Market, since only Beavers benefit from only Luxury. (1/7 your Service Needs satisfied.)
- The Monastery is an excellent choice, since it provides no Services to Foxes or Harpies anyway. (4/7 your Service Needs satisfied.)
- If your Settlement has Harpies, Humans, and Lizards:
- You have less need for the Guild House, since it only serves Luxury, and none of your Species needs that Service. (0/6 your Service Needs satisfied.)
- You have less need for the Market, since only Harpies benefit from Treatment. (1/6 your Service Needs satisfied.)
- You have less need for the Tavern, since only Humans benefit from Leisure. (1/6 your Service Needs satisfied.))